Mobile Application Development
Mobile Application Development
Mobile Application Development
The operating systems found on smartphones include Symbian OS, iPhone OS, RIM's
BlackBerry, Windows Mobile, Palm WebOS, Android, and Maemo. Android, WebOS,
and Maemo are all derived from Linux. The iPhone OS originated from BSD and
NeXTSTEP, which are related to Unix.
It combines the beauty of computer and hand use devices. It typically contains a cellular
built-in modem and SIM tray for telephony and internet connections. If you buy a mobile,
the manufacturer company chooses the OS for that specific device.
4. iPhone OS / iOS: The iOS was developed by the Apple inc for the use on its device.
The iOS operating system is the most popular operating system today. It is a very
secure operating system. The iOS operating system is not available for any other
mobiles.
5. Symbian OS: Symbian operating system is a mobile operating system that provides a
high-level of integration with communication. The Symbian operating system is based on
the java language. It combines middleware of wireless communications and personal
information management (PIM) functionality. The Symbian operating system was
developed by Symbian Ltd in 1998 for the use of mobile phones. Nokia was the first
company to release Symbian OS on its mobile phone at that time.
6. Windows Mobile OS: The window mobile OS is a mobile operating system that was
developed by Microsoft. It was designed for the pocket PCs and smart mobiles.
7. Harmony OS: The harmony operating system is the latest mobile operating system
that was developed by Huawei for the use of its devices. It is designed primarily for IoT
devices.
8. Palm OS: The palm operating system is a mobile operating system that was
developed by Palm Ltd for use on personal digital assistants (PADs). It was introduced
in 1996. Palm OS is also known as the Garnet OS.
9. WebOS (Palm/HP): The WebOS is a mobile operating system that was developed
by Palm. It based on the Linux Kernel. The HP uses this operating system in its mobile
and touchpads.
· Battery-powered device
· Small screens of varying shapes, sizes, and resolutions
· Memory
· Storage space
Working in Uncertainty
Mobile devices are often seen as an extension to your own PC or laptop, and in
some cases newer, more powerful mobile devices can even completely replace
PCs. And when the devices are used together, work done remotely on a mobile
device can be synchronized with PCs to reflect changes and new information
while away from the computer.
Much like the Linux or Windows operating system controls your desktop or
laptop computer, a mobile operating system is the software platform on top of
which other programs can run on mobile devices.
A mobile operating system, also called a mobile OS, is an operating system that
is specifically designed to run on mobile devices such as mobile phones,
smartphones, PDAs, tablet computers and other handheld devices.
Symbian
Symbian OS is officially the property of Nokia. It means that any other
company will have to take permission from Nokia before using this operating
system. Nokia has remained a giant in the low-end mobile market, so after Java
Symbian was the most used in the mobile phones till a couple of years ago. Still
Symbian is widely used in low-end phones but the demand rate has ben
continuously decreasing. By upgrading Symbian mobile OS, Nokia has made it
capable to run smartphones efficiently. Symbian ANNA and BELLE are the
two latest updates that are currently used in Nokia‘s smartphones. Overall, the
Symbian OS is excellently designed and is very user-friendly.
Android
September 20th, 2008 was the date when Google released the first Android OS
by the name of ‗Astro‘. After sometime next upgraded versions ‗Bender‘ and
‗Cupcake‘ were also released. Google then adopted the trend of naming
Android versions after any dessert or a sweet in alphabetical order. The other
releases are Donut, Éclair, Froyo, Gingerbread, Honeycomb, Ice Cream
Sandwich and Jelly Bean.Marshmallow (Android 6.0) is so far the latest
Android version from Google.
Since the platform is not closed like iOS, there are too many great Android apps
built by developers. Just after stepping into the smartphone and tablets market
Android gained immense popularity due to its beautiful appearance and efficient
working. Many new features were introduced which played a significant role in
Android‘s success. Google Play is an official app market that contains millions
of different apps for Android devices. Samsung, HTC, Motorola and many other
top manufacturers are using Android in their devices. Currently, Android is one
of the top operating systems and is considered serious threat for iPhon
Some of the smartphones operating on Android are HTC Desire, Samsung
Galaxy Gio, Motorola Droid Razr, Samsung Galaxy S3 and HTC Wildfire.
Apple iOS
iOS was introduced in 29th June 2007 when the first iPhone was developed.
Since then iOS has been under gone many upgrades and currently the latest one
is the iOS 9. Apple has still not allowed any other manufacturer to lay hands on
its operating system. Unlike Android, Apple has more concentrated on the
performance along with appearance. This is the reason that the basic appearance
of iOS is almost the same as it was in 2007. Overall it is very user-friendly and
is one of the mobile best operating systems in the world. So far iOS has been
used in all iPhones, iPod & iPad.
Blackberry OS
Blackberry OS is the property of RIM (Research In Motion) and was first
released in 1999. RIM has developed this operating system for its Blackberry
line of smartphones. Blackberry is much different from other operating systems.
The interface style, as well as the Smartphone design, is also different having a
trackball for moving on the menu and a qwerty keyboard.
Like Apple, Blackberry OS is a close source OS and is not available for any
other manufacturer. Currently, the latest release of this operating system
isBlackberry OS 7.1 which was introduced in May 2011 and is used
inBlackberry Bold 9930. It is a very reliable OS and is immune to almost all the
viruses.
Some of the smartphones operating on Blackberry OS are Blackberry Bold,
Blackberry Curve, Blackberry Torch and Blackberry 8520.
Windows OS
This was the case until Nokia and Microsoft joined hands to work
together. The latest Windows release by Microsoft is known as Windows 7
which has gained immense popularity among all kind of users. With its colorful
and user-friendly interface, it has given Windows OS a new life and is currently
in demand all over the world. Another reason behind its success is that this
latest OS is used in very powerful devices made by Nokia. The computer like
look has totally vanished from the windows phones with the release of
Windows 7. Samsung and HTC also released some Windows-based phones, but
they could not many places in the market.
Nokia Lumia series is completely windows based. Some of the latest Windows
Phones are Nokia Lumia 800, Nokia Lumia 900, Samsung Focus and HTC
Titan 2.
BADA
Like others, Samsung also owns an operating system that is known as BADA. It
is designed for mid-range and high-end smartphones. Bada is a quiet user-
friendly and efficient operating system, much like Android, but unfortunately
Samsung did not use Bada on a large scale for unknown reasons.
The latest version Bada 2.0.5 was released on March 15th, 2012. There are only
three phones that are operating on Bada. These three smartphones are Samsung
Wave, Samsung Wave 2 and Samsung Wave 3. I believe that Bada would have
achieved much greater success if Samsung had promoted it properly.
Palm OS was developed by Palm Inc in 1996 especially for PDAs (Personal
Digital Assistance). Palm OS was designed to work on touchscreen GUI. Some
Years later it was upgraded and was able to support smartphones.
Unfortunately, it could not make a mark on the market and currently is not
being used in any of the latest top devices.
It has been 5 and half years since we saw the latest update of Palm OS in 2007.
Palm OS was used by many companies including Lenovo, Legend Group,
Janam, Kyocera and IBM.
Open WebOS
Open WebOS also known as Hp WebOS or just WebOS which was
developed by Palm Inc but after some years it became the property of Hewlett-
Packard. WebOS was launched in 2009 and was used in a number of
smartphones and tablets.
Maemo
Nokia and Maemo Community joined hands to produce an operating
system for smartphones and internet tablets, known as Maemo. Like other
devices, the user interface of Maemo also comprised of a menu from which the
user can go to any location.
Like today‘s Android the home screen is divided into multiple sections that
show Internet Search bar, different shortcut icons, RSS Feed and other such
things. Later in 2010 at the MWC (Mobile World Congress) it was revealed that
now Maemo project will be merged with Mobilin to create a fresh operating
system known as MeeGo.
MeeGo
MeeGo was called a mobile platform, but it was designed to run
multiple electronic devices including handhelds, in-car devices, television sets,
and net books. All the devices on which MeeGo can have the same core but the
user interface is entirely different according to the device.
Verdict
These ten are not the only mobile operating systems out there; there are
tons more, and we shall be seeing one by Firefox mobile OS <Source> in future
as well. Firefox, which once dominated the internet browser market, is in the
process of building their web OS for mobiles, so in the future mobile OS market
might get even more competitive.
iOS
iOS (originally iPhone
OS) is a mobile operating system created and developed by Apple Inc. and
distributed exclusively for Apple hardware. It is the operating system that
presently powers many of the company's mobile devices, including the iPhone,
iPad, and iPod touch. In October 2015, it was the most commonly used mobile
operating system, in a few countries, such as in Canada, the United States, the
United Kingdom, Norway, Sweden, Denmark, Japan, and Australia, while iOS
is far behind Google's Android globally; iOS had a 19.7% share of the
smartphone mobile operating system units shipped in the fourth quarter of 2014,
behind Android with 76.6%.However, on tablets, iOS is the most commonly
used tablet operating system in the world, while it has lost majority in many
countries (e.g. the Africa continent and briefly lost Asia).
Originally unveiled in 2007, for the iPhone, it has been extended to support
other Apple devices such as the iPod Touch (September 2007), iPad(January
2010), iPad Mini (November 2012) and second-generation Apple TV onward
(September 2010). As of January 2015, Apple's App Store contained more than
1.4 million iOS applications, 725,000 of which are native for iPads. These
mobile apps have collectively been downloaded more than 100 billion times.
The iOS user interface is based on the concept of direct manipulation, using
multi-touch gestures. Interface control elements consist of sliders, switches, and
buttons. Interaction with the OS includes gestures such as swipe, tap,pinch, and
reverse pinch, all of which have specific definitions within the context of the
iOS operating system and its multi-touch interface. Internal accelerometers are
used by some applications to respond to shaking the device (one common result
is the undo command) or rotating it in three dimensions (one common result is
switching from portrait to landscape mode).
Major versions of iOS are released annually. The current release, iOS 9.1, was
released on October 21, 2015. In iOS, there are four abstraction layers: the Core
OS layer, the Core Services layer, the Media layer, and the Cocoa Touch layer.
The current version of the operating system (iOS 9), dedicates around 1.3 GB of
the device's flash memory for iOS itself. It runs on theiPhone 4S and later, iPad
2 and later, iPad Pro, all models of the iPad Mini, and the 5th-generation iPod
Touch and later.
Android
Its open nature has encouraged a large community of developers and enthusiasts
to use the open-source code as a foundation for community-driven projects,
which add new features for advanced users or bring Android to devices
originally shipped with other operating systems. At the same time, as Android
has no centralised update system most Android devices fail to receive security
updates: research in 2015 concluded that almost 90% of Android phones in use
had known but unpatched security vulnerabilities due to lack of updates and
support.
The success of Android has made it a target for patent litigation as part of the
so-called "smartphone wars" between technology companies.
BlackBerry
BlackBerry OS is a proprietary mobile operating system developed by
BlackBerry Ltd for its BlackBerry line of smart phone handheld devices. The
operating system provides multitasking and supports specialized input devices
that have been adopted by BlackBerry Ltd. for use in its handhelds, particularly
the track wheel, trackball, and most recently, the trackpad and touch screen.
The BlackBerry platform is perhaps best known for its native support for
corporate email, through MIDP 1.0 and, more recently, a subset of MIDP 2.0,
which allows complete wireless activation and synchronization with Microsoft
Exchange, Lotus Domino, or Novell
GroupWise email, calendar, tasks, notes, and contacts, when used with
BlackBerry Enterprise Server. The operating system also supports WAP 1.2.
Updates to the operating system may be automatically available from wireless
carriers that support the BlackBerry over the air software loading (OTASL)
service.
Third-party developers can write software using the available BlackBerry
APIclasses, although applications that make use of certain functionality must be
digitally signed. Research from June 2011 indicated that approximately 45% of
mobile developers were using the platform at the time of publication.
BlackBerry OS was discontinued after the release of BlackBerry 10, but
BlackBerry will continue support for the BlackBerry OS.
Windows Phone
Windows Phone (WP) is a family of mobile operating systems developed by
Microsoft for smart phones as the replacement successor to Windows Mobile
and Zune. Windows Phone features a new user interface derived from Metro
design language. Unlike Windows Mobile, it is primarily aimed at the consumer
market rather than the enterprise market. It was first launched in October 2010
with Windows Phone 7. Windows Phone 8.1 was the last public release of the
operating system, released to manufacturing on April 14, 2014
Work on a major Windows Mobile update may have begun as early as 2004
under the codename "Photon", but work moved slowly and the project was
ultimately cancelled. In 2008, Microsoft reorganized the Windows Mobile
group and started work on a new mobile operating system. The product was
to be released in 2009 as Windows Phone, but several delays prompted
Microsoft to develop Windows Mobile 6.5 as an interim release.
Windows Phone was developed quickly. One result was that the new OS would
not be compatible with Windows Mobile applications. Larry Lieberman, senior
product manager for Microsoft's Mobile Developer Experience, told eWeek: "If
we'd had more time and resources, we may have been able to do something in
terms of backward compatibility." Lieberman said that Microsoft was
attempting to look at the mobile phone market in a new way, with the end user
in mind as well as the enterprise network. Terry Myerson, corporate VP of
Windows Phone engineering, said, "With the move to capacitive touch screens,
away from the stylus, and the moves to some of the hardware choices we made
for the Windows Phone 7 experience, we had to break application compatibility
with Windows Mobile 6.5.
M-COMMERCE
The phrase mobile commerce was originally coined in 1997 by Kevin Duffey at
the launch of the Global Mobile Commerce Forum, to mean "the delivery of
electronic commerce capabilities directly into the consumer‘s hand, anywhere,
via wireless technology." Many choose to think of Mobile Commerce as
meaning "a retail outlet in your customer‘s pocket."
Mobile commerce is worth US$230 billion, with Asia representing almost half
of the market, and has been forecast to reach US$700 billion in 2017.
According to BI Intelligence in January 2013, 29% of mobile users have now
made a purchase with their phones. Walmart estimated that 40% of all visits to
their internet shopping site in December 2012 was from a mobile device. Bank
of America predicts $67.1 billion in purchases will be made from mobile
devices by European and U.S. shoppers in 2015. Mobile retailers in UK alone
are expected to increase revenues up to 31% in FY 2013–14.
The Global Mobile Commerce Forum, which came to include over 100
organisations, had its fully minuted launch in London on 10 November 1997.
Kevin Duffey was elected as the Executive Chairman at the first meeting in
November 1997. The meeting was opened by Dr Mike Short, former chairman
of the GSM Association, with the very first forecasts for mobile commerce from
Kevin Duffey (Group Telecoms Director of Logica) and Tom Alexander (later
CEO of Virgin Mobile and then of Orange).
Over 100 companies joined the Forum within a year, many forming mobile
commerce teams of their own, e.g. MasterCard and Motorola. Of these one
hundred companies, the first two were Logica and Cellnet (which later became
O2). Member organisations such as Nokia, Apple, Alcatel, and Vodafone began
a series of trials and collaborations.
Mobile commerce services were first delivered in 1997, when the first two
mobile-phone enabled Coca Cola vending machines were installed in the
Helsinki area in Finland. The machines accepted payment via SMS text
messages. This work evolved to several new mobile applications such as the
first mobile phone-based banking service was launched in 1997 by Merita Bank
of Finland, also using SMS. Finnair mobile check-in was also a major
milestone, first introduced in 2001.
In 1998, the first sales of digital content as downloads to mobile phones were
made possible when the first commercial downloadable ringtones
were launched in Finland by Radiolinja (now part of Elisa Oyj). Two
major national commercial platforms for mobile commerce were launched in
1999: Smart Money (http://smart.com.ph/money/) in the Philippines, and
NTT DoCoMo's i-Mode Internet service in Japan. i-Mode offered a
revolutionary revenue-sharing plan where NTT DoCoMo kept 9 percent of the
fee users paid for content, and returned 91 percent to the content owner.
The first book to cover mobile commerce was Tomi Ahonen's M-profits in
2002. The first university short course to discuss mobile commerce was held at
the University of Oxford in 2003, with Tomi Ahonen and Steve Jones lecturing.
As of 2008, UCL Computer Science and Peter J. Bentley demonstrated the
potential for medical applications on mobile devices.
PDAs and cellular phones have become so popular that many businesses are
beginning to use mobile commerce as a more efficient way to communicate
with their customers. In order to exploit the potential mobile commerce market,
mobile phone manufacturers such as Nokia, Ericsson, Motorola, and Qualcomm
are working with carriers such as AT&T Wireless and Sprint to develop WAP-
enabled smartphones. Smartphones offer fax, e-mail, and phone capabilities.
"Profitability for device vendors and carriers hinges on high-end mobile devices
and the accompanying killer applications," said Burchett. Perennial early
adopters, such as the youth market, which are the least price sensitive, as well as
more open to premium mobile content and applications, must also be a key
target for device vendors.
Since the launch of the iPhone, mobile commerce has moved away from SMS
systems and into actual applications. SMS has significant security
vulnerabilities and congestion problems, even though it is widely available and
accessible. In addition, improvements in the capabilities of modern mobile
devices make it prudent to place more of the resource burden on the mobile
device.
More recently, brick and mortar business owners, and big-box retailers in
particular, have made an effort to take advantage of mobile commerce by
utilizing a number of mobile capabilities such as location-based services,
barcode scanning, and push notifications to improve the customer experience of
shopping in physical stores. By creating what is referred to as a 'bricks & clicks'
environment, physical retailers can allow customers to access the common
benefits of shopping online (such as product reviews, information, and coupons)
while still shopping in the physical store.
This is seen as a bridge between the gap created by e-commerce and in-store
shopping, and is being utilized by physical retailers as a way to compete with
the lower prices typically seen through online retailers. By mid summer 2013,
"omni channel" retailers (those with significant e-commerce and in-store sales)
were seeing between 25% and 30% of traffic to their online properties
originating from mobile devices. Some other pure play/online-only retail sites
(especially those in the travel category) as well as flash sales sites and deal sites
were seeing between 40% and 50% of traffic (and sometimes significantly
more) originate from mobile devices.
The Google Wallet Mobile App launched in September 2011 and the m-
Commerce joint venture formed in June 2011 between Vodafone, O2, Orange
and T-Mobile are recent developments of note. Reflecting the importance of m-
Commerce, in April 2012 the Competition Commissioner of the European
Commission ordered an in-depth investigation of the m-Commerce joint venture
between Vodafone, O2, Orange and T-Mobile. A recent survey states that 2012,
41% of smartphone customers have purchased retail products with their mobile
devices.
STRUCTURE OF M-COMMERCE
The traditional Web interaction model evolved on desktop computers,
making its user interface assumptions uniquely suited to a desktop or laptop
computer. Mobile Web services span a range of capabilities. Mobile appliances
can display many lines of text and graphics in a single screen. Accessing Web
information on these tiny appliances falls into three categories. This approach
employs manually authored page templates for each device type and populates
these templates with content from a database.
The three main processing components are the link engine, which creates
the navigation interface; the service manager, which creates the action interface,
and the user interface generator, which converts the interfaces into forms
suitable for the requesting device and browser. Formats include HTML,
Wireless Markup Language (WML), Handheld Device Markup Language
(HDML) and Compact HTML (CHTML).
M-Commerce Framework
Figure illustrates an m-commerce system architecture that shows how this
study combined advance technologies according to the previous works. The
architecture consists of the Web client, XML server, and back-end processing
modules. Figure 5 is depicts the operation scenario between tiny wireless
devices and servers, based on WS technologies.
All users must wait for the response from the service provider and then enjoy
the services. z QoS consideration An m-commerce service could be successful;
the QoS will be one of the ultimate criteria. For example, location awareness,
data burst control, and unpredictable bit error rate. Additionally, QoS combines
several qualities or properties of a service, such as availability, security
properties, response time and throughput.
Many providers compete to offer the same WS, implying that users can
decide to select providers based on the QoS to which they can commit. This
observation suggests that users and providers must be able to engage in QoS
negotiation. The interaction between users and WS providers occurs via XML-
based SOAP messages. z SOAP security Several service scenarios in which
security function is provided by the transport layer are insufficient. SOAP
security is useful for application developers.
Two parties can establish trust when they understand the risks, having
identified the threats and vulnerabilities and conferred on a set of
countermeasures and safeguards for protecting themselves in doing business. A
WS architecture implementation should allow for incremental security and QoS
models facilitated by configuring a set of environmental prerequisites to control
and manage the interactions. In addition, users can access their personal and
services folders once they have logged into the system using a pass phrase
(Certificate Authority; CA).
The client also has other functions, including changing the pass phrase;
customizing the appearance of information in the personal folder, and
specifying when the client should lock information. Web Services Flow
Language (WSFL) is an XML language describing WS compositions. WSFL
considers two types. The first type specifies the appropriate usage pattern of a
collection of WS, such that the resulting composition describes how to achieve
a particular business goal; typically, the result describes a business process.
Pros:
The development of smartphones has gone and replaced a few things we grew
up with: the watch, the alarm clock, the tape recorder, music players, and it
seems that very soon, we can add cash and wallets to that list. It‘s hardly a
surprise. Payment methods have been morphing through various channels: from
cash to cheques, to credit cards and debit cards, and now to online banking and
mobile commerce.
There are 6 billion mobile phone subscriptions in the world, and more than a
billion smartphones already in the market. Perhaps it‘s just a matter of time
before we embrace the idea of losing that wallet and opting for a digital one to
buy flight tickets, lunch, coffee or even to pay the rent.
Digital Wallets
The verdict is still out on what to call these cashless wallets: digital
wallet, electronic wallet, e-wallet, virtual wallet etc but they all work the same
way. By downloading an app onto your phone, you can link the service or app
account to your bank account or payment card. With that done, you can start
paying for your wares with your digital wallet.
Paying is a Breeze
If your digital wallet is an NFC enabled Android phone, you can tap your
smartphone at the card terminal at the checkout counter, like you would your
debit card. But let‘s face it, not all Android phones carry NFC technology and
it‘s hardly a strong reason for you to consider when it comes to picking your
next smartphone. But fret not, other e-wallets, like Square Wallet, let you pay
just by saying your name to the cashier.
Systems like ERPLY allow you to check in at a store, and let the cashier
identify you by facial recognition; your purchases are then auto-deducted from
your PayPal account.
Restaurants and pubs would love platforms like Tabbedout, which lets their
diners check in when they arrive, and pay for their meal anytime without
needing to wait for the bill or to bring their wallets along. All of this is made
possible with smartphones and the right apps.
Digital Wallets not only carry payment details to allow their owners to make
purchases, they also help them to better manage their loyalty cards. If your
really want to go full digital (wallet) then it only makes sense that you need not
carry around your loyalty cards either.
To cater for this, there are also apps that let users scan the information on the
barcodes of their loyalty cards, then store them up in the phone. At the checkout
counter, they can let the cashier scan the barcode displayed on their mobile
screen to ensure that they don‘t miss out on any rewards.
But then other apps take it up a notch and become the reward platform
itself. Loyalty platforms like LevelUp, Perka and rewardjunkie! give business
owners the flexibility to customize reward programs for their loyal, paying
customers, and to engage new customers for their booming business.
For the rest of us, this means that we don‘t have to carry around stacks of
brand-specific loyalty cards that are used probably once every couple of
months. Everything is in our smartphone, including new offers, discounts and
deals offered by participating merchants.
The idea is to charge all your online purchases to your phone bill and
clear that at the end of the month. The good thing with this method is that you
need not even own a smartphone to start making online purchases. Having a
mobile phone is enough as you can pay via sms. There are confirmation codes
or authorization pins or text to punch in they are intended for security purposes.
Is it Secure?
Ultimately, the security of these mobile payment systems is always at the back
of our heads. What happens if I transfer all my payment card details into the
smartphone and the unthinkable happens: someone else gets hold of my lost or
stolen smartphone?. Well, it‘s a good thing that most of these accounts, as well
as your smartphone, can be remotely deactivated or wiped out. It is a good idea
to have a passcode lock, at least to give your phone an extra layer of protection.
Also, before you start linking your sensitive data to any mobile payment
platform, do take a look at customer reviews or coverage of the platform from
reliable sources first.
To wrap up, here is a small list of resources developers can adapt to their
online business to start accepting mobile payments from their online customers.
Card io
Tired of having to punch in line after line of credit card details? You can
skip through all that with Card.io by taking a photo of your credit card, then
punching in the CVV code manually. This help reduce fraud and developers can
easily join the program by grabbing the SDK for card.io at the site.
Jumio
Here is another app that lets you take photos of your credit card as a payment
method via Netswipe. It also has a similar online ID verification tool
calledNetverify, which lets your customer‘s computer work in your favor as an
ID scanning tool.
BancBox
BancBox is an all-in, one-stop solution for businesses that cater to the online
marketplace. With the payment portal in place, the business owner can receive
credit card payments, wire transfers and checks, among others. It also has a
relatively low fee of 0.5% + 30 cents per transaction for its services.
Stripe
Stripe helps developers take care of credit card payments online with a
simple JS script. It lets you build your own payment forms, and avoid PCI
requirements. Embedding the codes in the site lets Stripe to handle all your
online payment needs at 2.9% + 30 cents per successful charge.
Zooz
ZooZ gives developers 3 lines of code, which they can integrate into their
mobile applications. There is also a sandbox environment to let developers
test out transactions at no charge. Prices are locked in at 2.8% + 19 cents per
transaction.
UNIT-II
Introduction to Android Development
Last Updated : 30 Aug, 2024
Android 3.0.x –
Honeycomb 11 – 13 February 22, 2011
3.2.x
ANDROID PLATFORM:
The Android platform refers to the software stack used to create, run, and manage
applications on devices such as smartphones, tablets, wearables, and other embedded
systems. It is an open-source operating system developed by Google, based on the Linux
kernel, and designed primarily for touchscreen devices. Here's a breakdown of key
components and concepts related to the Android platform:
Activities: An activity represents a single screen with a user interface (UI). When a
user opens an app, one or more activities are started to handle different screens or
tasks.
Services: A service is a component that runs in the background and does not provide
a UI. Services are typically used for tasks like downloading data, playing music, or
performing long-running operations.
Broadcast Receivers: These components listen for and respond to broadcast
messages, such as notifications about system events or app-specific data.
Content Providers: These allow apps to share data with other apps securely.
Java: The original and most widely-used programming language for Android app
development, though newer Android versions encourage the use of Kotlin.
Kotlin: Kotlin is a modern, statically typed programming language that runs on the
Java Virtual Machine (JVM) and is officially supported by Google as the preferred
language for Android development.
C/C++ (via NDK): Android also supports native code development through the
Native Development Kit (NDK), which allows developers to write performance-
critical portions of apps in C or C++.
5. Android Ecosystem and Google Services
Google Play Store: The official marketplace for distributing Android apps, where
developers can publish apps and users can download and update them.
Google Play Services: A set of APIs that help integrate apps with Google services
(e.g., Google Maps, Firebase, Google Analytics).
Material Design: A design system developed by Google for creating visually
appealing and user-friendly interfaces in Android apps.
Android is released in versions, often named after desserts (e.g., Cupcake, Donut,
Eclair), although recent versions now use numeric names (e.g., Android 10, Android
11, etc.). Each version brings new features, improvements, and security updates.
Fragmentation: One of the challenges of Android is the fragmentation of devices and
OS versions. Because Android runs on many different devices with varying hardware
specifications, developers must account for different screen sizes, resolutions, and OS
versions.
7. Android Security
Android implements several security measures to protect user data, including app
sandboxing, encryption, secure boot, and runtime permissions (e.g., camera, location).
However, security remains an ongoing challenge due to its open-source nature and the
variability of devices.
8. Android Architecture
In summary, the Android platform is a rich, flexible, and widely-used ecosystem that powers
billions of devices worldwide. It is characterized by its open-source nature, extensive
development tools, and wide-ranging hardware support.
What is Android?
Android is an open-source operating system used mainly for smartphones, tablets, and other
devices. It’s based on the Linux kernel and supports apps written in Java or Kotlin.
Android Studio: The main program developers use to build Android apps.
Android SDK: Tools, libraries, and documentation for app development.
Android Emulator: Allows developers to test apps on virtual devices.
Key Features:
Android Versions:
Android updates are released regularly, with each version bringing new features and
improvements. Recent versions use numbers (Android 10, 11, etc.).
Security:
Android includes features like app sandboxing and encryption to protect user data, though
security can be a challenge due to the variety of devices.
Android’s Ecosystem:
Android runs on many types of devices, from phones to wearables and TVs.
It’s highly customizable, letting users and manufacturers change the look and feel of
devices.
Android is more open and customizable, while iOS (Apple's operating system) is
more closed and controlled.
Android apps are mainly available through the Google Play Store, but can also be
sideloaded (installed from other sources).
1. Development Tools:
o Android Studio: The official Integrated Development Environment (IDE) for
Android app development. It includes tools for coding, designing, debugging,
and testing apps.
o SDK Manager: A tool used to download and update Android platform
versions, tools, and libraries.
o Android Emulator: A virtual device that lets you test your apps on different
Android versions and screen sizes without needing a physical device.
2. Libraries & APIs:
o The SDK provides libraries that offer core functionality for your app, such as
networking, data storage, and UI design.
o Android API: Includes a collection of Java-based interfaces for accessing
Android features like the camera, GPS, sensors, and more.
3. Platform Tools:
o adb (Android Debug Bridge): A command-line tool that lets you interact
with your Android device or emulator to install apps, run commands, and
debug.
o fastboot: A tool used for flashing custom system images onto an Android
device, useful for advanced development.
4. Build Tools:
o Gradle: The build system used by Android Studio to compile and package
your app. It handles dependencies, versioning, and optimizing the app for
different devices.
5. Android Platforms:
o The SDK includes different versions of the Android platform (e.g., Android
10, Android 11) that allow you to develop apps for specific versions of
Android.
6. Additional Tools:
o Proguard: A tool for code optimization and obfuscation (making the app code
harder to reverse-engineer).
o Lint: A tool that helps you find potential bugs or performance issues in your
code.
Setup: You install Android Studio, which includes the SDK. The SDK Manager lets
you download specific versions of the Android platform and associated tools.
Development: You write your app's code in Java or Kotlin, design the UI with XML,
and then compile your app using Android Studio's build system (Gradle).
Testing: You can use the Android Emulator or a physical device to test your app.
Deployment: Once your app is ready, you can build an APK (Android installation
file) and distribute it through the Google Play Store or sideload it to users.
Summary:
The Android SDK is essential for Android app development, providing all the tools and
libraries needed to build and run apps. The most important tool in the SDK is Android
Studio, but the SDK also includes emulators, debugging tools, and platform libraries to help
developers create apps that work on a wide range of Android devices.
Eclipse
is a popular open-source Integrated Development Environment (IDE) used for Java
development, and it can also be used for Android development, although Android Studio is
now the official IDE for Android. That said, if you'd like to install Eclipse for general
development or for Android development, here's how you can do it:
1. Go to the Eclipse Downloads Page: Visit the Eclipse download page to get the
installer.
2. Choose Eclipse IDE Version:
o If you want to use Eclipse for Java development, you can choose Eclipse IDE
for Java Developers.
o If you're specifically looking to do Android development, you can opt for
Eclipse IDE for Java EE Developers (although, as mentioned, Android
Studio is recommended).
3. Download the Installer:
o Click the appropriate download link for your operating system (Windows,
macOS, or Linux).
o For Windows, the installer will be an .exe file.
o For macOS, it will be a .dmg file.
o For Linux, it may be a compressed tar.gz file.
If you still prefer using Eclipse for Android development, you'll need the Android
Development Tools (ADT) plugin. However, Android Studio is now the official IDE, and
it’s highly recommended for modern Android development. Here's how to install ADT in
Eclipse:
Once everything is set up, you can create a new Android project in Eclipse:
1. Open SDK Manager from Eclipse (under Window > Android SDK Manager).
2. Update the SDK and download any missing components like platform versions, tools,
and API libraries.
Conclusion:
While Eclipse was once the primary IDE for Android development, it's now recommended to
use Android Studio for Android-specific projects, as it provides more modern tools and
features. However, if you're using Eclipse for general Java or other programming
development, the steps above will help you set up the IDE and even configure it for Android
development if needed.
o install Android development
tools and set up your development environment, follow these steps to get started
with building Android apps using Android Studio (the official IDE for
Android). This process involves downloading and installing Android Studio,
setting up the Android SDK, and configuring the necessary tools.
On Windows:
On macOS:
On Linux:
bash
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./studio.sh
1. SDK Setup:
o After installation, Android Studio will prompt you to download the
Android SDK and other required components.
o This includes the Android SDK Platform (e.g., Android 10,
Android 11), Android Emulator, and Build Tools.
o You can use the SDK Manager within Android Studio to manage
SDK packages and update tools.
2. Download SDK Components:
o Open Android Studio.
o Go to Tools > SDK Manager to check if the necessary SDK
packages are installed.
o Download SDK platforms and tools that you need for app
development.
Conclusion:
By following these steps, you will have Android Studio set up with the
necessary tools to start building Android apps. Android Studio simplifies the
process by integrating many tools like the Android SDK, emulator, and build
tools all in one place.
Building your first Android application is an exciting process! Below is a step-by-step guide
to help you get started with creating a basic Android app using Android Studio.
If you haven’t already set up Android Studio, you can follow the installation steps outlined
earlier. Once Android Studio is installed and set up, you are ready to create your first app.
After Android Studio sets up the project, it will open the default files and project structure.
Here's what you will see:
app > src > main > java > [your package name] > MainActivity.kt: This
is the main activity file where your app’s logic will reside.
app > src > main > res > layout > activity_main.xml: This XML file is
where the UI layout for your app will be defined.
app > src > main > AndroidManifest.xml: This file defines important settings
like app permissions and activity declarations.
In this step, you'll design the user interface for your app. Let's add a simple button and a text
field.
xml
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<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me"
android:layout_centerInParent="true"/>
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
android:layout_below="@id/button"
android:layout_centerHorizontal="true"
android:layout_marginTop="20dp"/>
</RelativeLayout>
Now, you’ll add logic to make the button interactive. When the user clicks the button, the text
in the TextView will change.
kotlin
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package com.example.myfirstapp
import android.os.Bundle
import android.widget.Button
import android.widget.TextView
import androidx.appcompat.app.AppCompatActivity
Explanation:
Now that you have a working app, you can further customize it:
Change the button’s text, size, or color in the activity_main.xml layout file.
Modify the logic in MainActivity.kt to add more interactive elements (e.g., more
buttons, text fields).
Explore Android Studio’s various features such as themes, animations, and database
support.
Building your first Android application is an exciting process! Below is a step-by-step guide
to help you get started with creating a basic Android app using Android Studio.
If you haven’t already set up Android Studio, you can follow the installation steps outlined
earlier. Once Android Studio is installed and set up, you are ready to create your first app.
After Android Studio sets up the project, it will open the default files and project structure.
Here's what you will see:
app > src > main > java > [your package name] > MainActivity.kt: This is
the main activity file where your app’s logic will reside.
app > src > main > res > layout > activity_main.xml: This XML file is where
the UI layout for your app will be defined.
app > src > main > AndroidManifest.xml: This file defines important settings like
app permissions and activity declarations.
In this step, you'll design the user interface for your app. Let's add a simple button and a text
field.
xml
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<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me"
android:layout_centerInParent="true"/>
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
android:layout_below="@id/button"
android:layout_centerHorizontal="true"
android:layout_marginTop="20dp"/>
</RelativeLayout>
Now, you’ll add logic to make the button interactive. When the user clicks the button, the text
in the TextView will change.
kotlin
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package com.example.myfirstapp
import android.os.Bundle
import android.widget.Button
import android.widget.TextView
import androidx.appcompat.app.AppCompatActivity
Explanation:
Now that you have a working app, you can further customize it:
Change the button’s text, size, or color in the activity_main.xml layout file.
Modify the logic in MainActivity.kt to add more interactive elements (e.g., more
buttons, text fields).
Explore Android Studio’s various features such as themes, animations, and database
support.
1. Activities
2. Services
3. Broadcast Receivers
4. Content Providers
5. Resources and Layouts
6. Manifest File
7. Code and Libraries
Let’s dive into each of these components in detail.
1. Activities
An Activity represents a single screen in an app. Each activity is associated with a user
interface (UI), where users can interact with your app. For example, in a messaging app, the
screen where you compose a new message could be one activity, and the screen that displays
the conversation history could be another.
Example: The main screen (home screen) of an app is typically an Activity. When you
navigate between screens, you're switching between activities.
Lifecycle: An activity has a lifecycle with specific methods like onCreate(), onStart(),
onResume(), onPause(), onStop(), and onDestroy(), which help manage the app's
behavior when it is visible, active, or paused.
2. Services
Types of Services:
o Foreground Service: Runs in the foreground with a visible notification, typically used
for tasks like media playback.
o Background Service: Runs in the background without a visible notification (less
intrusive).
Example: A music app might have a service running in the background to play music while
the user navigates to other apps.
3. Broadcast Receivers
Example: A broadcast receiver could listen for when the phone’s battery is low and display a
notification to the user, or respond to system-level events like when the device is charging or
when Wi-Fi is available.
4. Content Providers
A Content Provider allows an app to share data with other apps securely. It provides a
standard interface for accessing and manipulating data in a structured way. Content providers
are used when you need to share data like contacts, media files, or other app-specific data
between apps.
Example: The Contacts app in Android is a content provider that allows other apps (like
messaging or email apps) to access and display your contact list.
An Android app uses resources (such as images, strings, layouts, and styles) to define its
content and appearance. These resources are typically placed in the res directory and are
referenced from the code.
Layout XML files (res/layout): Define the UI structure of each screen in an app.
These files describe how widgets (like buttons, text fields, images) are arranged and
presented.
Drawable resources (res/drawable): Store images, icons, and graphic assets used in
the UI.
Values resources (res/values): Store string literals, dimensions, colors, and styles.
Example: You might have a layout XML file (activity_main.xml) that defines the
positions and behavior of buttons, text fields, etc.
6. AndroidManifest.xml
The AndroidManifest.xml file is essential for every Android app. It describes the app’s
structure, components, permissions, and other essential information to the Android system.
The manifest file is like the "blueprint" of your app.
xml
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<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
1. Launch: The AndroidManifest.xml defines which activity should start when the app is
launched.
2. User Interaction: Activities respond to user input (e.g., button clicks) by updating the UI,
calling services, or sending broadcast messages.
3. Background Work: Services may run background tasks (e.g., downloading data or playing
music).
4. Data Sharing: Content Providers allow apps to share and access data securely.
5. App Shutdown: The app may be paused, stopped, or killed by the system based on user
activity or system resources.
<application
android:label="HelloWorldApp"
android:theme="@style/Theme.AppCompat.Light">
<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category
android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
Activity File (MainActivity.kt):
kotlin
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package com.example.helloworld
import android.os.Bundle
import androidx.appcompat.app.AppCompatActivity
<TextView
android:id="@+id/helloText"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
android:layout_centerInParent="true"/>
</RelativeLayout>
Conclusion:
Understanding the anatomy of an Android app involves recognizing how the main
components—Activities, Services, Broadcast Receivers, Content Providers—work together
to form a complete app. Each component has a specific role, and together they allow for the
smooth functioning and interaction within the Android ecosystem.
Unit-III
Anatomy of Android
Application
There are four building blocks to an Android application:
Activity
Intent Receiver
Service
Content Provider
The anatomy of an Android application consists of several key components and structures,
each playing a specific role in how the app functions and is organized. Here’s an overview:
1. Manifest File
Location: AndroidManifest.xml
Purpose: This file is the blueprint of the app, containing essential information like
app permissions, activities, services, broadcast receivers, and application metadata.
Key Components:
o App permissions (e.g., internet access, camera use)
o Declares app components (activities, services)
o Defines app-level configurations (e.g., app theme, hardware requirements)
2. Activities
Purpose: Activities represent individual screens with a user interface. Each activity is
a single focused action, like a login screen or a dashboard.
Lifecycle: Each activity has a lifecycle (created, started, resumed, paused, stopped,
and destroyed), allowing you to manage resources efficiently.
Common Class: AppCompatActivity (extends the Activity class, providing
backward compatibility)
3. Fragments
4. Services
Purpose: Services are background tasks that run independently of the user interface,
ideal for long-running operations like network requests, data processing, or music
playback.
Types:
o Foreground Service: Shows a notification to keep the service running.
o Background Service: Runs without the user’s awareness (subject to
limitations since Android 8.0).
o Bound Service: Binds to components for inter-process communication.
5. Broadcast Receivers
6. Content Providers
Purpose: Content providers manage shared app data, allowing data to be stored and
retrieved across apps. They provide a standard interface for accessing structured data
like contacts or media.
Common Example: The Contacts Provider
7. Intents
Purpose: Intents are messaging objects used to request actions or exchange data
within and between apps.
Types:
o Explicit Intents: Directly specify the target component.
o Implicit Intents: Specify the action but not the target component, allowing the
system to choose.
8. Resources
9. Gradle Files
Location: build.gradle
Purpose: Gradle files manage app configurations, dependencies, and build processes.
Key Components:
o app-level Gradle (app/build.gradle): Includes dependencies, SDK
versions, permissions, and build configurations.
o project-level Gradle (build.gradle): Manages build plugins and
repositories for all modules in the project.
These elements make up the basic structure of an Android app, each part responsible for
different facets of app functionality, user interaction, and data handling.
The file format used for distributing and installing applications on Android. It
contains all the elements an app needs, including compiled code, resources, and
manifest files.
2. Activity
A single, focused screen with a user interface, such as a login screen or a homepage.
Each activity is a crucial component that provides the entry point for user interaction.
3. Fragment
A part of an activity that can be reused across different activities. Fragments help in
creating a modular UI for apps and improve adaptability for various screen sizes.
4. View
5. Intent
A messaging object used to request an action from another app component. For
instance, starting an activity, sending data to another activity, or opening a URL in a
browser.
6. Manifest File
The AndroidManifest.xml file describes essential information about the app, like app
permissions, components, minimum Android API level, and hardware/screen
configurations.
7. Gradle
The build system used in Android Studio. It automates and manages project builds,
allowing for dependencies, packaging, and handling multiple build configurations.
8. RecyclerView
A flexible and efficient view for displaying large data sets as lists or grids. It allows
for recycling views and comes with adapters and layout managers to customize data
display.
9. Context
A component that manages access to a central repository of data in the app, enabling
data sharing between apps, such as contacts, media, or other shared data.
11. Service
A component that responds to broadcast messages from other apps or the system, such
as incoming messages or system alerts like low battery.
13. Layout
Defines the structure of the UI in an XML file, such as how views are arranged on the
screen. Common layouts include LinearLayout, RelativeLayout, and
ConstraintLayout.
14. ViewModel
15. Lifecycle
Refers to the states of activity or fragment from its creation to destruction. The
lifecycle API helps handle different states efficiently.
16. Room
A suite of libraries, tools, and guidance to help developers build high-quality Android
apps, encompassing components like WorkManager, Data Binding, Navigation, and
LiveData.
18. LiveData
A lifecycle-aware data holder class for observing changes, particularly useful when
updating UI based on changes in the data.
A tool that handles the packaging of resources in an APK and performs validation.
These are foundational terms, and as you dive deeper, there’s much more to explore in
Android development!
APPLICATION CONTEXT
Application Context in Android is a context tied to the lifecycle of the entire application. It’s
a global context that is available across all components and can be used to access app-wide
resources and services, like file storage, databases, preferences, or registered services. Here's
an overview of when and why it's used:
1. Global Access:
o Since the Application Context is tied to the lifecycle of the application, it
exists as long as the app is running. You can obtain it from any activity or
other components using getApplicationContext().
2. Usage Across Components:
o It’s ideal when you need a context that isn’t tied to a particular activity or UI,
such as accessing shared preferences, databases, or starting a service.
3. Lifecycle:
o Unlike an Activity context, the Application Context isn’t destroyed when an
activity is destroyed. It remains until the application is terminated.
4. Common Use Cases:
o Accessing application resources and assets.
o Setting up or accessing a database.
o Setting up or accessing shared preferences.
o Starting a service or creating a singleton class that requires context.
5. Avoiding Memory Leaks:
o Since the Application Context persists for the entire app lifecycle, it helps
avoid memory leaks in cases where the context is needed beyond a single
activity's lifecycle. It’s often recommended for objects that need to survive
configuration changes, such as ViewModel or singleton patterns.
6. When Not to Use It:
o Avoid using Application Context for UI-related tasks like inflating layouts or
launching dialogs, as it does not have the same properties as an Activity
context.
Example
In Android, you can retrieve the Application Context in an activity like this:
java
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Context appContext = getApplicationContext();
This context is particularly useful in scenarios like initializing libraries or managing app-wide
settings, as it ensures you won’t leak an activity context when it’s no longer needed.
Activity
In Android, an Activity represents a single, focused screen that users interact with. It's a core
component of Android applications, responsible for displaying the app's UI and handling user
interaction. Each activity typically corresponds to one screen in the app, like a login screen, a
main menu, or a settings page.
1. Lifecycle:
o Each activity has a defined lifecycle managed by the Android system, ensuring
activities respond correctly to user actions, like navigation or screen rotation.
The lifecycle includes the following key states:
onCreate(): Called when the activity is created. Here, you initialize the
UI components.
onStart(): Activity is visible but not yet interacting with the user.
onResume(): Activity comes to the foreground and is ready to interact.
onPause(): Activity is partially obscured, often by another activity.
onStop(): Activity is no longer visible.
onDestroy(): Called when the activity is about to be destroyed.
onRestart(): Called if the activity is stopped and is about to restart.
2. Intents and Navigation:
o Activities often work in conjunction with Intents, which are messaging
objects used to navigate between activities or interact with other apps. For
instance, starting a new activity or passing data between activities is done
using Intents.
3. Fragments:
o Activities can host one or more Fragments, which represent portions of the
UI within an activity. Fragments are reusable and modular components,
allowing you to manage multiple screens within one activity (e.g., a master-
detail layout).
4. UI Composition:
o The UI for an activity is defined in XML layout files, which are set using
setContentView() in onCreate(). This layout file defines the structure of
the screen, including buttons, text fields, images, etc.
5. Configuration Changes:
o Activities need to handle configuration changes, like screen rotations. Android
provides callbacks (onSaveInstanceState() and
onRestoreInstanceState()) to save and restore data to maintain the
activity’s state during such changes.
6. Intent Filters:
o Activities can declare intent filters in the AndroidManifest.xml file, allowing
them to respond to specific types of intents. For example, an activity can
register to be the default activity for a certain action, like viewing a URL.
7. Types of Activities:
o Main Activity: The primary entry point for an app. It's usually defined with
the LAUNCHER category in the manifest to start when the app icon is tapped.
o Detail Activity: Used for showing specific details (e.g., an email or product
detail page).
o Single-Instance Activity: Ensures that only one instance of the activity exists
in the system, useful for activities that should always be at the top of the stack.
Benefits of Activities
Activities help create a cohesive, interactive experience by managing the UI and user
interactions on separate screens.
The lifecycle callbacks allow developers to optimize resource usage and handle
different app states efficiently.
By separating each screen as a different activity, code remains modular, making
maintenance and debugging easier.
Services
In Android, Services are components that run in the background to perform long-running
operations or to work independently of the user interface. Unlike Activities, Services do not
provide a UI. Instead, they operate silently, which is ideal for tasks that need to continue
working even when the user isn’t actively interacting with the app, such as playing music,
downloading files, or processing data.
1. No UI:
o Services run without a user interface, so they’re not suitable for any operation
that requires user interaction. They work entirely in the background.
2. Lifecycle:
o Services have a straightforward lifecycle with three main callbacks:
onStartCommand(): Called when a service is started with
startService(). It defines what the service should do upon being
started.
onBind(): Called when a component wants to bind to the service (such
as for inter-process communication). It returns an IBinder object to
allow communication.
onDestroy(): Called when the service is stopped or destroyed to clean
up resources.
3. Types of Services:
o Android offers three main types of services:
Started Service: Initiated by calling startService(), it runs in the
background until it completes or stopSelf() is called. Examples
include playing audio or uploading a file.
Bound Service: Initiated by calling bindService(), it allows
components (like activities) to bind to it and interact with it. A bound
service remains active as long as at least one component is bound to it.
Foreground Service: Runs with a visible notification, which means it
is less likely to be terminated by the system when resources are low.
Foreground services are often used for tasks the user is actively aware
of, like media playback or GPS navigation.
4. Use Cases:
o Music Playback: A service can play music in the background while the user
navigates the app or other apps.
o File Downloads/Uploads: Services can manage file transfers in the
background without interrupting the user.
o Data Syncing: Syncing data with a server at regular intervals without the user
needing to be aware of it.
o Location Tracking: Foreground services are used for apps that continuously
track location.
5. Foreground Services and Notifications:
o A foreground service is a service that the user is actively aware of, and it
must display a persistent notification to inform the user. It’s often used for
ongoing tasks like media playback or tracking, which would be inappropriate
for the system to terminate.
6. Working with WorkManager:
o For tasks that don’t need immediate execution but require reliable background
processing, such as periodic or one-time tasks, the WorkManager API can be
used. It is preferable to use WorkManager for tasks like data backup or
periodic syncs that don’t require real-time processing.
java
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public class MyService extends Service {
@Override
public int onStartCommand(Intent intent, int flags, int startId) {
// Code for what the service should do
Log.d("MyService", "Service is running in the background");
@Override
public IBinder onBind(Intent intent) {
// Return null if binding is not required
return null;
}
@Override
public void onDestroy() {
super.onDestroy();
Log.d("MyService", "Service is being destroyed");
}
}
In this example:
java
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Intent intent = new Intent(context, MyService.class);
context.startService(intent);
To stop a service:
java
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stopService(intent);
java
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stopSelf();
Best Practices
Services provide a robust solution for managing background processes, and understanding
when and how to use them can significantly enhance an app’s performance and user
experience.
Intent
n Android, an Intent is a messaging object that facilitates communication between different
components within an app, as well as between different apps. Intents are used to start
activities, services, and broadcast receivers, or to share data between components. Intents can
specify the actions to be performed and carry additional data.
Types of Intents
1. Explicit Intent:
o Used to start a specific component (such as an activity or service) within the
same app. The target component’s class name is specified directly, making it
explicit.
o Commonly used within the same app for tasks like navigating from one
activity to another or starting a background service.
java
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// Explicit intent to start SecondActivity
Intent intent = new Intent(MainActivity.this, SecondActivity.class);
startActivity(intent);
2. Implicit Intent:
o Used to request an action from another component without specifying its exact
class name. Instead, you specify an action, and Android determines the best
component to handle it.
o Often used to perform common actions, such as opening a URL in a browser,
sharing data, or making a phone call.
java
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// Implicit intent to view a web page
Intent intent = new Intent(Intent.ACTION_VIEW);
intent.setData(Uri.parse("http://www.example.com"));
startActivity(intent);
Components of an Intent
Common Actions
ACTION_VIEW: Opens data in the appropriate app (e.g., a browser for a URL).
ACTION_SEND: Opens a sharing dialog to send data to other apps, such as text or
images.
ACTION_DIAL: Opens the dialer app with a given phone number.
ACTION_CALL: Initiates a phone call directly (requires permissions).
ACTION_PICK: Allows the user to pick an item from data, such as a contact or a
photo.
You can pass extra data through an intent using the putExtra() method. The receiving
component retrieves this data using getIntent() and the appropriate get methods, such as
getStringExtra().
java
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// Passing data to another activity
Intent intent = new Intent(MainActivity.this, SecondActivity.class);
intent.putExtra("KEY_NAME", "John Doe");
intent.putExtra("KEY_AGE", 25);
startActivity(intent);
When you want to receive data back from a launched activity, use
startActivityForResult() and handle the response in onActivityResult() (in older
versions) or the Activity Result API (recommended for newer apps).
java
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// Starting an activity for a result
Intent intent = new Intent(MainActivity.this, SecondActivity.class);
startActivityForResult(intent, REQUEST_CODE);
An intent filter is a declaration in the AndroidManifest.xml file that specifies which intents an
activity, service, or broadcast receiver can respond to. Intent filters are necessary for handling
implicit intents.
xml
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<activity android:name=".WebActivity">
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="http" android:host="www.example.com" />
</intent-filter>
</activity>
In this example, the implicit intent with the action ACTION_IMAGE_CAPTURE tells Android to
open any camera app installed on the device.
Summary
Intents are a powerful feature in Android, enabling seamless communication and data sharing
across components and apps. Whether launching activities, sharing content, or handling
background tasks, intents help create a more dynamic and connected user experience.
Broadcasting Intents
When you broadcast an intent, it’s sent to all components registered to listen for that
specific action, either within the app or system-wide.
1. Broadcasting an Intent:
o Use the sendBroadcast() method to broadcast an intent. Broadcasting is
typically used for sending system-wide notifications or custom events within
an app.
o Example: Broadcasting a custom action to indicate a download completion.
java
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Intent intent = new Intent("com.example.ACTION_DOWNLOAD_COMPLETE");
sendBroadcast(intent);
2. Broadcast Types:
o Normal Broadcast: These are asynchronous, meaning all receivers receive
the intent in an undefined order and at the same time.
o Ordered Broadcast: These are synchronous, where receivers are triggered
one at a time based on priority, and the result can be modified by each
receiver.
o Sticky Broadcast (Deprecated): This type of broadcast remains in the system
until another broadcast with the same action overwrites it. However, it is now
deprecated due to security concerns.
Broadcast Receivers are components that listen for and respond to broadcasted intents. You
can define a broadcast receiver in two main ways: in the AndroidManifest.xml file or
dynamically in code.
xml
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<receiver android:name=".MyBroadcastReceiver">
<intent-filter>
<action android:name="android.intent.action.BOOT_COMPLETED"/>
<action android:name="com.example.ACTION_DOWNLOAD_COMPLETE"/>
</intent-filter>
</receiver>
o The BOOT_COMPLETED action, for example, allows the app to perform tasks
upon device startup.
2. Registering a Broadcast Receiver Dynamically in Code:
o Registering a receiver programmatically (at runtime) is often used when you
only need it to listen while an activity or service is active.
o Example:
java
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BroadcastReceiver myReceiver = new BroadcastReceiver() {
@Override
public void onReceive(Context context, Intent intent) {
// Handle the received broadcast
if
(intent.getAction().equals("com.example.ACTION_DOWNLOAD_COMPLETE")) {
// Perform some action on download complete
}
}
};
System Broadcasts
Android provides many built-in system broadcasts that can notify an app when certain system
events occur. Some common system broadcasts include:
These can be very useful for apps that need to respond to hardware or system-level changes.
java
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Intent intent = new Intent("com.example.CUSTOM_ACTION");
intent.putExtra("message", "Hello from Broadcast!");
sendBroadcast(intent);
java
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public class MyBroadcastReceiver extends BroadcastReceiver {
@Override
public void onReceive(Context context, Intent intent) {
if ("com.example.CUSTOM_ACTION".equals(intent.getAction())) {
String message = intent.getStringExtra("message");
Toast.makeText(context, message,
Toast.LENGTH_SHORT).show();
}
}
}
java
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BroadcastReceiver receiver = new MyBroadcastReceiver();
IntentFilter filter = new IntentFilter("com.example.CUSTOM_ACTION");
registerReceiver(receiver, filter);
Ordered Broadcasts
Ordered broadcasts are used when you want the broadcast to be received by multiple
receivers in a specific order based on priority. Each receiver can pass along a result that can
be modified by other receivers.
xml
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<receiver android:name=".HighPriorityReceiver">
<intent-filter android:priority="2">
<action android:name="com.example.ORDERED_ACTION"/>
</intent-filter>
</receiver>
<receiver android:name=".LowPriorityReceiver">
<intent-filter android:priority="1">
<action android:name="com.example.ORDERED_ACTION"/>
</intent-filter>
</receiver>
The android:priority attribute controls the order, where a higher priority value is
processed first.
Summary
Broadcast Intents allow the sending of messages across components and apps, and
can be either system or custom broadcasts.
Broadcast Receivers handle these messages, and can be registered statically in the
manifest or dynamically in code.
Ordered broadcasts enable synchronous, prioritized handling, while normal
broadcasts are asynchronous.
Using broadcast intents and receivers effectively helps your app respond dynamically to
system events or custom events in a decoupled, scalable way.
Here are the most common settings and elements found in the AndroidManifest.xml file:
xml
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.myapp">
...
</manifest>
2. <application> Element:
o Encapsulates all components of the app and settings related to the app as a
whole.
o Attributes include:
android:icon: Specifies the app icon.
android:label: Sets the app name.
android:theme: Defines the app’s default theme.
android:allowBackup: Enables backup and restore functionality.
android:supportsRtl: Indicates support for right-to-left text.
xml
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<application
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme"
android:allowBackup="true"
android:supportsRtl="true">
...
</application>
3. Permissions (<uses-permission>):
o Specifies the permissions the app requires to perform certain operations, such
as accessing the internet, location, or camera.
o Common permissions:
android.permission.INTERNET: Allows the app to use internet
access.
android.permission.ACCESS_FINE_LOCATION: Enables the app to
access precise location.
android.permission.CAMERA: Allows the app to use the device
camera.
xml
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<uses-permission android:name="android.permission.INTERNET" />
<uses-permission
android:name="android.permission.ACCESS_FINE_LOCATION" />
xml
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<uses-feature android:name="android.hardware.camera"
android:required="true" />
<uses-feature android:name="android.hardware.bluetooth"
android:required="false" />
5. Activities (<activity>):
o Declares each activity in the app, with attributes like android:name
(specifying the class name) and android:label (setting the title).
o Configurable with attributes for task handling, launch modes, and screen
orientation.
o The main activity (entry point) must include an <intent-filter> with MAIN
action and LAUNCHER category.
xml
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<activity android:name=".MainActivity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
6. Services (<service>):
o Declares background services that handle tasks outside the app’s UI, with the
android:name attribute pointing to the service class.
o Services can be started or bound by other app components and can define
permissions for security.
xml
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<service android:name=".MyService" android:enabled="true" />
xml
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<receiver android:name=".MyBroadcastReceiver">
<intent-filter>
<action
android:name="android.intent.action.BOOT_COMPLETED" />
</intent-filter>
</receiver>
xml
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<provider android:name=".MyContentProvider"
android:authorities="com.example.myapp.provider"
android:exported="true" />
xml
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<activity android:name=".ShareActivity">
<intent-filter>
<action android:name="android.intent.action.SEND" />
<category android:name="android.intent.category.DEFAULT" />
<data android:mimeType="text/plain" />
</intent-filter>
</activity>
xml
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<meta-data android:name="com.google.android.geo.API_KEY"
android:value="YOUR_API_KEY" />
xml
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<uses-sdk
android:minSdkVersion="21"
android:targetSdkVersion="30" />
xml
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<uses-permission-sdk-23
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
For versions earlier than Android 5.0 (API level 21), you can start a service by using
methods of the Service class. You can start a service to perform a one-time
operation (such as downloading a file) by passing an Intent to startService().
The Intent describes the service to start and carries any necessary data.
If the service is designed with a client-server interface, you can bind to the service
from another component by passing an Intent to bindService(). For more
information, see the Services guide.
Delivering a broadcast
A broadcast is a message that any app can receive. The system delivers various
broadcasts for system events, such as when the system boots up or the device
starts charging. You can deliver a broadcast to other apps by passing
an Intent to sendBroadcast() or sendOrderedBroadcast().
The rest of this page explains how intents work and how to use them. For related
information, see Interacting with Other Apps and Sharing Content.
Intent types
There are two types of intents:
Explicit intents specify which component of which application will satisfy the intent,
by specifying a full ComponentName. You'll typically use an explicit intent to start a
component in your own app, because you know the class name of the activity or
service you want to start. For example, you might start a new activity within your app
in response to a user action, or start a service to download a file in the background.
Implicit intents do not name a specific component, but instead declare a general
action to perform, which allows a component from another app to handle it. For
example, if you want to show the user a location on a map, you can use an implicit
intent to request that another capable app show a specified location on a map.
Figure 1 shows how an intent is used when starting an activity. When
the Intent object names a specific activity component explicitly, the system
immediately starts that component.
Figure 1. How an implicit intent is delivered through the system to start another
activity: [1] Activity A creates an Intent with an action description and passes it
to startActivity(). [2] The Android System searches all apps for an intent filter that matches the
intent. When a match is found, [3] the system starts the matching activity (Activity B) by invoking
its onCreate() method and passing it the Intent.
When you use an implicit intent, the Android system finds the appropriate component
to start by comparing the contents of the intent to the intent filters declared in
the manifest file of other apps on the device. If the intent matches an intent filter, the
system starts that component and delivers it the Intent object. If multiple intent filters
are compatible, the system displays a dialog so the user can pick which app to use.
An intent filter is an expression in an app's manifest file that specifies the type of
intents that the component would like to receive. For instance, by declaring an intent
filter for an activity, you make it possible for other apps to directly start your activity
with a certain kind of intent. Likewise, if you do not declare any intent filters for an
activity, then it can be started only with an explicit intent.
Unit IV
interface screen elements
In Android development, interface screen elements (also known as UI components or
widgets) are the building blocks for creating user interfaces within an activity or fragment.
These elements include basic components like buttons, text fields, images, checkboxes, and
more complex layouts that help you design interactive and visually organized interfaces.
1. TextView
o Used to display text to the user, either as static content or updated
dynamically.
o Example:
xml
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<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
android:textSize="18sp" />
2. EditText
o A user-editable text field that allows input of different types like plain text,
numbers, email, or password.
o Example:
xml
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<EditText
android:id="@+id/editText"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:hint="Enter your name" />
3. Button
o A clickable component used to perform actions or trigger events.
o Example:
xml
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<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Submit" />
4. ImageView
o Displays images from various sources (e.g., resources, URIs).
o Example:
xml
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<ImageView
android:id="@+id/imageView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/sample_image" />
5. Checkbox
o Allows users to select multiple options from a list or toggle a single option.
o Example:
xml
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<CheckBox
android:id="@+id/checkbox"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Agree to terms" />
6. RadioButton and RadioGroup
o RadioButtons represent mutually exclusive options, and are usually grouped
inside a RadioGroup.
o Example:
xml
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<RadioGroup
android:id="@+id/radioGroup"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<RadioButton
android:id="@+id/radioButton1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 1" />
<RadioButton
android:id="@+id/radioButton2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 2" />
</RadioGroup>
7. Switch
o A two-state toggle button (on/off) often used for settings.
o Example:
xml
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<Switch
android:id="@+id/switch"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Enable notifications" />
8. ProgressBar
o Used to show the progress of an ongoing task. There are two types:
determinate (progress known) and indeterminate (progress unknown).
o Example:
xml
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<ProgressBar
android:id="@+id/progressBar"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:indeterminate="true" />
9. Spinner
o A dropdown menu that allows the user to select from a set of options.
o Example:
xml
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<Spinner
android:id="@+id/spinner"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
10. RecyclerView
o Displays a large set of data in a scrollable list or grid format. RecyclerView is
more flexible and optimized than ListView for handling large datasets.
o Requires a RecyclerView.Adapter to manage data and views.
o Example:
xml
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<androidx.recyclerview.widget.RecyclerView
android:id="@+id/recyclerView"
android:layout_width="match_parent"
android:layout_height="match_parent" />
Layouts
To arrange UI components on the screen, you’ll use layouts. Some common layout types are:
1. LinearLayout
o Arranges child views in a single row (horizontal) or column (vertical).
o Example:
xml
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<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical">
<TextView ... />
<Button ... />
</LinearLayout>
2. RelativeLayout
o Positions child views relative to each other or to the parent container.
o Example:
xml
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<RelativeLayout
android:layout_width="match_parent"
android:layout_height="wrap_content">
<TextView
android:id="@+id/textView"
android:layout_alignParentTop="true"
android:text="Hello" />
<Button
android:layout_below="@id/textView"
android:text="Click Me" />
</RelativeLayout>
3. ConstraintLayout
o A flexible and powerful layout for creating complex UIs, with constraints to
position and align views.
o Example:
xml
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<androidx.constraintlayout.widget.ConstraintLayout
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!"
app:layout_constraintTop_toTopOf="parent"
app:layout_constraintStart_toStartOf="parent" />
</androidx.constraintlayout.widget.ConstraintLayout>
Handling Interactions
java
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Button button = findViewById(R.id.button);
button.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
// Perform action on button click
Toast.makeText(getApplicationContext(), "Button Clicked",
Toast.LENGTH_SHORT).show();
}
});
java
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Switch mySwitch = findViewById(R.id.switch);
mySwitch.setOnCheckedChangeListener(new
CompoundButton.OnCheckedChangeListener() {
@Override
public void onCheckedChanged(CompoundButton buttonView, boolean
isChecked) {
if (isChecked) {
// Switch is ON
} else {
// Switch is OFF
}
}
});
java
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Spinner spinner = findViewById(R.id.spinner);
spinner.setOnItemSelectedListener(new
AdapterView.OnItemSelectedListener() {
@Override
public void onItemSelected(AdapterView<?> parent, View view, int
position, long id) {
String selectedItem =
parent.getItemAtPosition(position).toString();
}
@Override
public void onNothingSelected(AdapterView<?> parent) {
// Do something if nothing is selected
}
});
xml
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<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
android:padding="16dp">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Welcome to the app!"
android:textSize="20sp" />
<EditText
android:id="@+id/editText"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:hint="Enter your name" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Submit" />
<CheckBox
android:id="@+id/checkbox"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="I agree to the terms and conditions" />
</LinearLayout>
Each UI element in Android serves a unique purpose, enabling you to create interactive and
engaging layouts that provide a smooth user experience. Proper usage of these elements and
listeners helps in designing intuitive and efficient UIs for Android applications.
TextView
ImageView
EditText
Button
ImageButton
ToggleButton
RadioButton
RadioGroup
CheckBox
AutoCompleteTextView
ProgressBar
Spinner
TimePicker
DatePicker
SeekBar
AlertDialog
Switch
Remember, you can have your parent Layout as Linear Layout, Constraint
Layout, Relative Layout, Frame Layout, or Coordinator Layout. Then, inside
the parent layout, you can add these UI elements.
1. LinearLayout
o Organizes views either vertically or horizontally.
o Vertical Orientation: Stacks views in a column.
o Horizontal Orientation: Stacks views in a row.
xml
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<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, User!" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me" />
</LinearLayout>
Example:
xml
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<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello!"
android:layout_centerHorizontal="true"
android:layout_alignParentTop="true" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Press"
android:layout_below="@id/textView"
android:layout_centerHorizontal="true" />
</RelativeLayout>
Example:
xml
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<androidx.constraintlayout.widget.ConstraintLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Welcome!"
app:layout_constraintTop_toTopOf="parent"
app:layout_constraintStart_toStartOf="parent"
android:textSize="20sp" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me"
app:layout_constraintTop_toBottomOf="@id/textView"
app:layout_constraintStart_toStartOf="parent" />
</androidx.constraintlayout.widget.ConstraintLayout>
xml
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<FrameLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<ImageView
android:id="@+id/imageView"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:src="@drawable/sample_image" />
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Overlay Text"
android:layout_gravity="center" />
</FrameLayout>
o In this example, the TextView will appear over the ImageView in the center,
because FrameLayout stacks the views in the order they are declared.
5. GridLayout
o Organizes views in a grid format, similar to a table. It allows you to specify
the number of rows and columns for your layout.
Example:
xml
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<GridLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:columnCount="2">
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button 1" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button 2" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button 3" />
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button 4" />
</GridLayout>
o android:columnCount="2" specifies that the layout will have two columns.
The buttons will automatically be arranged into two columns.
6. TableLayout
o Organizes views into rows and columns, much like a grid, but more focused
on organizing items in a tabular structure.
Example:
xml
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<TableLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:stretchColumns="1">
<TableRow>
<TextView
android:text="Row 1, Col 1"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<Button
android:text="Button 1"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
</TableRow>
<TableRow>
<TextView
android:text="Row 2, Col 1"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<Button
android:text="Button 2"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
</TableRow>
</TableLayout>
Nesting Layouts
You can nest layouts to achieve more complex UIs. For example, you might use a
LinearLayout inside a RelativeLayout, or a ConstraintLayout inside a LinearLayout.
However, excessive nesting of layouts should be avoided to maintain performance. Using
ConstraintLayout is usually a good strategy to reduce the need for nesting.
By combining different layouts and views, you can design UIs that are both functional and
user-friendly, ensuring a smooth experience across different Android devices.
Canvas: Provides the surface for drawing shapes, text, and images.
Paint: Defines the style and color used for drawing (e.g., stroke width, fill color, text
size).
java
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public class CustomView extends View {
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Draw a red circle at position (200, 200) with radius 100
canvas.drawCircle(200, 200, 100, paint);
}
}
Android's Canvas class allows you to draw various types of shapes, including:
java
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public class CustomView extends View {
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Draw a blue rectangle
canvas.drawRect(100, 100, 500, 500, paint);
Drawing Text
You can also draw text on the screen using the drawText() method of the Canvas class. The
Paint object can be used to style the text (e.g., color, size, font).
java
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public class CustomView extends View {
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Draw the text "Hello, World!" at position (100, 100)
canvas.drawText("Hello, World!", 100, 100, paint);
}
}
Animations in Android are used to create motion and transitions, such as fading, sliding, or
rotating elements. Android offers two main types of animations:
The ObjectAnimator class allows you to animate properties like translation, rotation,
scaling, or alpha (opacity) of a View.
Example: Animating a Button to Move
java
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Button button = findViewById(R.id.button);
// Animate the button to move from its current position to 500 pixels on
the X-axis
ObjectAnimator animator = ObjectAnimator.ofFloat(button, "translationX",
500);
animator.setDuration(1000); // Animation duration (in milliseconds)
animator.start(); // Start the animation
java
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Button button = findViewById(R.id.button);
1. Smooth Transitions: Keep animations smooth and seamless to improve the user
experience. Avoid jarring transitions unless the design specifically calls for it.
2. Performance: Keep animations light and simple to avoid performance issues,
especially on lower-end devices. Avoid overusing animations.
3. Consistency: Use animations consistently to indicate changes in state (e.g.,
showing/hiding views, indicating progress).
4. Duration: Set reasonable durations for animations (e.g., 300-500ms for simple
transitions).
Conclusion
By using the Android Canvas class for drawing and Property Animations
(ObjectAnimator), Tween Animations, and AnimatorSets for animation, you can create
dynamic, engaging UIs that respond to user interactions and enhance the overall experience.
These tools allow you to animate UI elements, draw custom shapes, and implement smooth
transitions between UI states.
n Android, playing audio and video is a common requirement for multimedia applications.
Android provides APIs to handle audio and video playback, both for local files and streaming
content. Below, I'll walk you through the key concepts and methods to play audio and video
in an Android app.
To play an audio file stored locally (e.g., in the res/raw folder), you can use MediaPlayer.
Here's how to do it:
Steps:
java
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import android.media.MediaPlayer;
import android.os.Bundle;
import androidx.appcompat.app.AppCompatActivity;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Initialize MediaPlayer
mediaPlayer = MediaPlayer.create(this, R.raw.sample); // "sample"
is the file in res/raw
@Override
protected void onPause() {
super.onPause();
if (mediaPlayer.isPlaying()) {
mediaPlayer.pause(); // Pause if the activity goes into the
background
}
}
@Override
protected void onStop() {
super.onStop();
mediaPlayer.release(); // Release resources when the activity stops
}
}
If you want to play audio from a URL, the MediaPlayer can handle streaming. Here’s an
example:
java
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import android.media.MediaPlayer;
import android.os.Bundle;
import androidx.appcompat.app.AppCompatActivity;
import java.io.IOException;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
mediaPlayer.setDataSource("https://www.example.com/audiofile.mp3"); // URL
of the audio file
mediaPlayer.prepareAsync(); // Asynchronously prepare the
player
} catch (IOException e) {
e.printStackTrace();
}
@Override
protected void onPause() {
super.onPause();
if (mediaPlayer.isPlaying()) {
mediaPlayer.pause(); // Pause if the activity goes into the
background
}
}
@Override
protected void onStop() {
super.onStop();
mediaPlayer.release(); // Release resources when the activity stops
}
}
To play a video from local resources or a URL, you can use VideoView. Here's how to
implement it:
Steps:
1. Add a video file to the res/raw folder, or use a URL to stream the video.
2. Set up a VideoView in your layout to display the video.
xml
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<!-- activity_main.xml -->
<VideoView
android:id="@+id/videoView"
android:layout_width="match_parent"
android:layout_height="match_parent"/>
java
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import android.net.Uri;
import android.os.Bundle;
import android.widget.VideoView;
import androidx.appcompat.app.AppCompatActivity;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
You can also stream video from a URL using VideoView. Here's an example of playing video
from a URL:
java
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import android.net.Uri;
import android.os.Bundle;
import android.widget.VideoView;
import androidx.appcompat.app.AppCompatActivity;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Initialize VideoView
videoView = findViewById(R.id.videoView);
Key Considerations
1. Permissions:
o For streaming audio/video from the internet, ensure you have the appropriate
permissions in the AndroidManifest.xml:
xml
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<uses-permission android:name="android.permission.INTERNET"/>
Conclusion
Android provides robust tools for playing audio and video content, both locally and via
streaming. The MediaPlayer class is great for handling both audio and video, while
VideoView is ideal for simple video playback. By combining MediaPlayer with
SurfaceView, you can handle more complex video scenarios. Always ensure proper error
handling and resource management to provide a smooth user experience.
In this guide, I'll focus on using CameraX, which is the most modern and user-friendly way
to access the camera in Android. CameraX simplifies the task of integrating camera
functionality and provides a consistent API across devices.
gradle
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dependencies {
// CameraX Core library
implementation "androidx.camera:camera-core:1.1.0-beta01"
// CameraX Camera2 Extensions (for enhanced camera functionality)
implementation "androidx.camera:camera-camera2:1.1.0-beta01"
// CameraX Lifecycle (to bind camera lifecycle to activity or fragment)
implementation "androidx.camera:camera-lifecycle:1.1.0-beta01"
// CameraX View (for displaying the camera preview)
implementation "androidx.camera:camera-view:1.0.0-alpha04"
}
xml
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<uses-permission android:name="android.permission.CAMERA" />
<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-feature android:name="android.hardware.camera"
android:required="true" />
For Android 6.0 (API level 23) and above, you must also request runtime permissions for
camera and storage.
Once you have captured the image, you can process it. For instance, you can rotate, crop, or
apply filters to the image using standard image processing techniques.
java
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public Bitmap rotateImage(Bitmap bitmap, int degrees) {
Matrix matrix = new Matrix();
matrix.postRotate(degrees); // Rotate the image by the given degrees
return Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(),
bitmap.getHeight(), matrix, true);
}
You can apply this method after you have captured the image and obtained the bitmap.
Since Android 6.0 (API level 23), you need to request permissions at runtime for sensitive
data such as camera access. You can request camera permissions like this:
java
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if (ContextCompat.checkSelfPermission(this, Manifest.permission.CAMERA) !=
PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 100);
}
java
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@Override
public void onRequestPermissionsResult(int requestCode, String[]
permissions, int[] grantResults) {
super.onRequestPermissionsResult(requestCode, permissions,
grantResults);
if (requestCode == 100) {
if (grantResults.length > 0 && grantResults[0] ==
PackageManager.PERMISSION_GRANTED) {
startCamera();
} else {
Toast.makeText(this, "Camera permission is required",
Toast.LENGTH_SHORT).show();
}
}
}
Once you've captured the photo, you may want to display it in an ImageView or save it to
external storage or the gallery. You can use MediaStore to add the image to the gallery.
Here’s how you can add the captured photo to the gallery:
java
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ContentValues values = new ContentValues();
values.put(MediaStore.Images.Media.TITLE, "Photo");
values.put(MediaStore.Images.Media.DESCRIPTION, "Taken with CameraX");
values.put(MediaStore.Images.Media.DATA, photoFile.getAbsolutePath());
Conclusion
Using CameraX to capture and process pictures in Android simplifies working with the
camera, providing a modern and efficient API for developers. With CameraX, you can easily
set up a camera preview, capture photos, and even integrate image processing tasks.
Permission
n Android, permissions are a key aspect of ensuring that apps only access sensitive resources
and data when allowed by the user. Permissions are required to access things like the camera,
location services, contacts, storage, and more.
1. Normal Permissions: These are granted automatically by the system because they
don't pose a significant risk to user privacy (e.g., setting the wallpaper, accessing
network state).
2. Dangerous Permissions: These are permissions that could potentially affect user
privacy, so they require explicit approval from the user. Examples include access to
the camera, location, contacts, and storage.
To request permissions in your app, you first need to declare them in the
AndroidManifest.xml file. For example:
xml
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<uses-permission android:name="android.permission.CAMERA" />
<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.INTERNET" />
These permissions are required by your app, and the Android system will check if the app has
permission to use these resources before granting access.
Starting from Android 6.0 (API level 23), permissions for dangerous permissions need to be
requested at runtime, even though they are declared in the manifest. This means that after
declaring the permission in the AndroidManifest.xml, you also need to check if the app
already has permission and, if not, request it from the user.
java
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import androidx.core.content.ContextCompat;
import android.Manifest;
import android.content.pm.PackageManager;
if (ContextCompat.checkSelfPermission(this, Manifest.permission.CAMERA) !=
PackageManager.PERMISSION_GRANTED) {
// Permission is not granted
}
java
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import androidx.core.app.ActivityCompat;
ActivityCompat.requestPermissions(this,
new String[]{Manifest.permission.CAMERA},
1); // The second parameter is a request code (can be any number)
After requesting permissions, the system will show a prompt to the user asking whether to
grant the permission. You can handle the result of the permission request in the
onRequestPermissionsResult() method:
java
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@Override
public void onRequestPermissionsResult(int requestCode, String[]
permissions, int[] grantResults) {
super.onRequestPermissionsResult(requestCode, permissions,
grantResults);
if (requestCode == 1) { // Check the request code
if (grantResults.length > 0 && grantResults[0] ==
PackageManager.PERMISSION_GRANTED) {
// Permission was granted
startCamera(); // Start the camera functionality
} else {
// Permission was denied
Toast.makeText(this, "Camera permission is required",
Toast.LENGTH_SHORT).show();
}
}
}
This method is called when the user either accepts or denies the permission request. The
grantResults array contains the result for each requested permission, where
PackageManager.PERMISSION_GRANTED means the permission was granted, and
PackageManager.PERMISSION_DENIED means it was denied.
For accessing external storage on Android devices, the permissions you need depend on the
version of Android you are targeting.
For Android 10 (API level 29) and higher: You can use Scoped Storage, which
limits direct access to shared storage. Apps are recommended to use the MediaStore
API or the Storage Access Framework (SAF) for accessing files.
For Android 9 (API level 28) and lower: Apps can use READ_EXTERNAL_STORAGE
and WRITE_EXTERNAL_STORAGE permissions to read and write files to external storage.
xml
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<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
java
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if (ContextCompat.checkSelfPermission(this,
Manifest.permission.READ_EXTERNAL_STORAGE) !=
PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.READ_EXTERNAL_STORAGE}, 1);
}
For apps targeting Android 10 and higher, using Scoped Storage is preferred.
If your app requires access to location data, you need to request location permissions. There
are two types of location permissions:
ACCESS_FINE_LOCATION: Allows access to precise location (GPS).
ACCESS_COARSE_LOCATION: Allows access to approximate location (network-based).
For runtime permission handling, the process is similar to requesting camera or storage
permissions:
xml
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<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
java
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if (ContextCompat.checkSelfPermission(this,
Manifest.permission.ACCESS_FINE_LOCATION) !=
PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.ACCESS_FINE_LOCATION}, 1);
}
To access the camera, your app must declare the CAMERA permission in the
AndroidManifest.xml:
xml
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<uses-permission android:name="android.permission.CAMERA" />
Additionally, for apps targeting Android 6.0 and higher, you'll need to request this permission
at runtime:
java
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if (ContextCompat.checkSelfPermission(this, Manifest.permission.CAMERA) !=
PackageManager.PERMISSION_GRANTED) {
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 1);
}
java
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if (ActivityCompat.shouldShowRequestPermissionRationale(this,
Manifest.permission.CAMERA)) {
// Show explanation dialog to the user before requesting permission
again
new AlertDialog.Builder(this)
.setTitle("Permission Needed")
.setMessage("This app needs the camera to take photos.")
.setPositiveButton("OK", (dialog, which) ->
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 1))
.setNegativeButton("Cancel", null)
.show();
} else {
// No explanation needed, just request the permission
ActivityCompat.requestPermissions(this, new String[]
{Manifest.permission.CAMERA}, 1);
}
Conclusion
Handling permissions correctly is crucial for building a secure and user-friendly Android app.
Always request only the permissions you need, explain why they're necessary, and handle
cases where users deny permissions appropriately. By following best practices for runtime
permissions, you can ensure that your app works smoothly while respecting user privacy and
security.
UNIT-V
using android data and storage api
n Android, managing data and storage is a crucial part of application development. Android
provides several APIs and methods to help developers store and retrieve data, including:
1. Internal Storage
2. External Storage
3. SQLite Database
4. SharedPreferences
5. Content Providers
6. Cloud Storage (Firebase, etc.)
1. Internal Storage
Internal storage refers to the storage area that is private to your app. Files saved here are not
accessible to other apps or users unless explicitly shared.
java
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try {
FileOutputStream fos = openFileOutput("example.txt",
Context.MODE_PRIVATE);
String data = "Hello, Android!";
fos.write(data.getBytes());
fos.close();
} catch (IOException e) {
e.printStackTrace();
}
This will save the file example.txt to your app’s internal storage. The MODE_PRIVATE mode
ensures that only your app can access this file.
java
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try {
FileInputStream fis = openFileInput("example.txt");
int character;
StringBuilder stringBuilder = new StringBuilder();
while ((character = fis.read()) != -1) {
stringBuilder.append((char) character);
}
fis.close();
String data = stringBuilder.toString();
Log.d("InternalStorage", "Data: " + data);
} catch (IOException e) {
e.printStackTrace();
}
2. External Storage
External storage is more accessible and is where files like images, music, and videos are
usually stored. External storage may or may not be removable, and access to it depends on
the version of Android you're targeting.
java
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File externalStorage = Environment.getExternalStorageDirectory();
File myFile = new File(externalStorage, "example.txt");
try {
FileOutputStream fos = new FileOutputStream(myFile);
String data = "Hello from external storage!";
fos.write(data.getBytes());
fos.close();
} catch (IOException e) {
e.printStackTrace();
}
In Android 10 and above, Scoped Storage is introduced. Apps are restricted from accessing
the entire external storage and are instead given access to specific directories (such as app-
specific directories and shared media directories).
java
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File file = new File(getExternalFilesDir(Environment.DIRECTORY_DOCUMENTS),
"example.txt");
try {
FileOutputStream fos = new FileOutputStream(file);
String data = "Hello, Scoped Storage!";
fos.write(data.getBytes());
fos.close();
} catch (IOException e) {
e.printStackTrace();
}
Before Android 10, you needed the following permissions in your AndroidManifest.xml:
xml
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<uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
From Android 10 and above, you need to use the new Scoped Storage model, and these
permissions are not needed for app-specific directories or shared media (like photos and
videos).
3. SQLite Database
Android provides a built-in SQLite database for storing structured data. It's a lightweight
relational database.
java
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public class DBHelper extends SQLiteOpenHelper {
@Override
public void onCreate(SQLiteDatabase db) {
db.execSQL("CREATE TABLE " + TABLE_NAME + " (ID INTEGER PRIMARY KEY
AUTOINCREMENT, NAME TEXT, AGE INTEGER)");
}
@Override
public void onUpgrade(SQLiteDatabase db, int oldVersion, int
newVersion) {
db.execSQL("DROP TABLE IF EXISTS " + TABLE_NAME);
onCreate(db);
}
}
To insert data:
java
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DBHelper dbHelper = new DBHelper(this);
SQLiteDatabase db = dbHelper.getWritableDatabase();
To query data:
java
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SQLiteDatabase db = dbHelper.getReadableDatabase();
Cursor cursor = db.rawQuery("SELECT * FROM " + DBHelper.TABLE_NAME, null);
if (cursor.moveToFirst()) {
do {
String name =
cursor.getString(cursor.getColumnIndex(DBHelper.COL_2));
int age = cursor.getInt(cursor.getColumnIndex(DBHelper.COL_3));
Log.d("SQLite", "Name: " + name + ", Age: " + age);
} while (cursor.moveToNext());
}
cursor.close();
4. SharedPreferences
SharedPreferences is a key-value storage mechanism typically used for storing small amounts
of primitive data (like user settings or app preferences).
java
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SharedPreferences sharedPreferences = getSharedPreferences("MyPrefs",
Context.MODE_PRIVATE);
SharedPreferences.Editor editor = sharedPreferences.edit();
editor.putString("username", "john_doe");
editor.putInt("age", 30);
editor.apply();
java
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SharedPreferences sharedPreferences = getSharedPreferences("MyPrefs",
Context.MODE_PRIVATE);
String username = sharedPreferences.getString("username", "default");
int age = sharedPreferences.getInt("age", 0);
Log.d("SharedPreferences", "Username: " + username + ", Age: " + age);
5. Content Providers
Content providers allow apps to share data with other apps securely. Common content
providers include those for contacts, media, and calendar data.
java
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ContentResolver contentResolver = getContentResolver();
Uri uri = ContactsContract.Contacts.CONTENT_URI;
Cursor cursor = contentResolver.query(uri, null, null, null, null);
Firebase provides cloud storage that allows you to store files, such as images and videos, in
the cloud.
java
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// Get a reference to Firebase Storage
FirebaseStorage storage = FirebaseStorage.getInstance();
StorageReference storageRef = storage.getReference();
java
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// Get the file reference
StorageReference fileRef =
storage.getReference().child("uploads/myfile.jpg");
Conclusion
In Android, you can store and manage data in various ways, such as using internal storage,
external storage, SQLite databases, SharedPreferences, and Content Providers. For
more complex or cloud-based storage, Firebase can be an excellent option. Each storage
method has its use cases, and you should choose the appropriate one based on your app’s
needs and data type.
To interact with an SQLite database in Android, you first need to create a helper class that
extends SQLiteOpenHelper. This class provides methods to create, upgrade, and manage the
database.
java
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import android.content.Context;
import android.database.sqlite.SQLiteDatabase;
import android.database.sqlite.SQLiteOpenHelper;
To perform database operations like inserting, updating, deleting, or querying data, you need
to open the database using getWritableDatabase() for read-write access or
getReadableDatabase() for read-only access.
Inserting Data
To insert data into the database, create a method that uses ContentValues to store the values:
java
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import android.content.ContentValues;
import android.database.sqlite.SQLiteDatabase;
Querying Data
You can query the database using query(), rawQuery(), or Cursor to read data. Here’s how
to query the database:
java
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import android.database.Cursor;
import android.database.sqlite.SQLiteDatabase;
cursor.close();
}
db.close();
}
Updating Data
java
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import android.content.ContentValues;
import android.database.sqlite.SQLiteDatabase;
Deleting Data
java
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import android.database.sqlite.SQLiteDatabase;
If you need to insert, update, or delete multiple records at once, you should use database
transactions to ensure atomic operations. This improves performance and ensures data
integrity.
java
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public void insertMultipleData() {
DBHelper dbHelper = new DBHelper(this);
SQLiteDatabase db = dbHelper.getWritableDatabase();
java
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public void queryById(int userId) {
DBHelper dbHelper = new DBHelper(this);
SQLiteDatabase db = dbHelper.getReadableDatabase();
Log.d("SQLite", "User ID: " + userId + ", Name: " + name + ", Age:
" + age);
cursor.close();
}
db.close();
}
When updating your database schema (for example, adding new tables or changing existing
ones), you should increment the DATABASE_VERSION in your DBHelper class and handle the
migration in the onUpgrade() method.
java
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@Override
public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) {
if (oldVersion < 2) {
// Add a new column in the database
db.execSQL("ALTER TABLE " + TABLE_NAME + " ADD COLUMN NEW_COLUMN
TEXT");
}
// Additional upgrades can be handled here as needed
}
It's important to always close your database and cursors to prevent memory leaks.
java
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if (cursor != null) {
cursor.close();
}
if (db != null) {
db.close();
}
java
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public class MainActivity extends AppCompatActivity {
DBHelper dbHelper;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Insert data
insertData("John", 30);
insertData("Jane", 25);
// Query data
queryData();
// Update data
updateData(1, "John Updated", 35);
// Delete data
deleteData(2);
}
}
Conclusion
SQLite provides an efficient way to store structured data on an Android device. By creating a
helper class that extends SQLiteOpenHelper, you can manage your database’s schema and
versioning, perform CRUD (Create, Read, Update, Delete) operations, and use transactions
for bulk operations. Be sure to follow best practices like using parameterized queries,
handling database version upgrades, and closing your database and cursor objects to avoid
memory leaks.
A Content Provider is an abstraction layer that manages access to a structured set of data. It
provides methods for querying, inserting, updating, and deleting data, and exposes this
functionality to other apps using a URI (Uniform Resource Identifier).
Each Content Provider is backed by a database or other data source, and allows other apps to
query or modify its data securely using ContentResolver.
To use a Content Provider, an app must first know the URI (Uniform Resource Identifier)
that the content provider uses to access its data.
java
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import android.content.ContentProvider;
import android.content.ContentValues;
import android.database.Cursor;
import android.database.SQLException;
import android.net.Uri;
import android.util.Log;
@Override
public boolean onCreate() {
dbHelper = new DBHelper(getContext());
return true;
}
@Override
public Cursor query(Uri uri, String[] projection, String selection,
String[] selectionArgs, String sortOrder) {
SQLiteDatabase db = dbHelper.getReadableDatabase();
return db.query("users", projection, selection, selectionArgs,
null, null, sortOrder);
}
@Override
public Uri insert(Uri uri, ContentValues values) {
SQLiteDatabase db = dbHelper.getWritableDatabase();
long rowId = db.insert("users", null, values);
if (rowId > 0) {
Uri newUri = Uri.withAppendedPath(CONTENT_URI,
String.valueOf(rowId));
getContext().getContentResolver().notifyChange(newUri, null);
return newUri;
}
throw new SQLException("Failed to insert row into " + uri);
}
@Override
public int update(Uri uri, ContentValues values, String selection,
String[] selectionArgs) {
SQLiteDatabase db = dbHelper.getWritableDatabase();
return db.update("users", values, selection, selectionArgs);
}
@Override
public int delete(Uri uri, String selection, String[] selectionArgs) {
SQLiteDatabase db = dbHelper.getWritableDatabase();
return db.delete("users", selection, selectionArgs);
}
@Override
public String getType(Uri uri) {
return
"vnd.android.cursor.dir/vnd.com.example.myapp.provider.users";
}
}
In your AndroidManifest.xml, you need to declare the ContentProvider and provide its
authority:
xml
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<provider
android:name=".MyContentProvider"
android:authorities="com.example.myapp.provider"
android:exported="true" />
Once the Content Provider is set up, another app can access the data it exposes using the
ContentResolver class. Here’s an example of how to query the ContentProvider:
Step 1: Querying Data from Another App
java
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import android.content.ContentResolver;
import android.database.Cursor;
import android.net.Uri;
cursor.close();
}
}
You can insert data into the Content Provider using the insert() method:
java
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import android.content.ContentValues;
import android.net.Uri;
ContentResolver.insert() inserts data into the Content Provider and returns the
URI of the newly inserted row.
java
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import android.content.ContentValues;
import android.net.Uri;
java
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import android.net.Uri;
5. Permissions
To access a Content Provider, you may need the appropriate permissions. For example,
accessing the contacts or calendar Content Providers requires declaring permissions in the
manifest:
xml
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<uses-permission android:name="android.permission.READ_CONTACTS" />
For your own Content Providers, you may need to ensure that appropriate permissions are
granted for other apps to access the data (e.g., android:permission in the <provider>
element in the manifest).
Content Providers use URIs to identify data and MIME types to describe the format of the
data. The MIME type tells the system how to handle the data (whether it's a single item or a
list).
java
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@Override
public String getType(Uri uri) {
switch (URI_MATCHER.match(uri)) {
case USERS:
return
"vnd.android.cursor.dir/vnd.com.example.myapp.provider.users"; // Type for
a list of users
case USER_ID:
return
"vnd.android.cursor.item/vnd.com.example.myapp.provider.users"; // Type
for a single user
default:
throw new IllegalArgumentException("Unknown URI " + uri);
}
}
7. Conclusion
Using Content Providers in Android is a powerful way to share data between applications
securely. By exposing your data via a ContentProvider, you can allow other apps to read,
insert, update, or delete data without directly accessing your app’s internal storage or
databases. It's a key part of Android’s data-sharing model, helping developers build apps that
can securely interact with each other.
java
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import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.net.HttpURLConnection;
import java.net.URL;
// Set timeouts
connection.setConnectTimeout(5000);
connection.setReadTimeout(5000);
reader.close();
connection.disconnect();
} catch (IOException e) {
e.printStackTrace();
}
return response;
}
}
java
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import java.io.DataOutputStream;
import java.io.IOException;
import java.net.HttpURLConnection;
import java.net.URL;
connection.setRequestMethod("POST");
connection.setConnectTimeout(5000);
connection.setReadTimeout(5000);
// Set headers
connection.setRequestProperty("Content-Type",
"application/json");
reader.close();
connection.disconnect();
} catch (IOException e) {
e.printStackTrace();
}
return response;
}
}
OkHttp is a third-party library that simplifies HTTP requests and improves performance. It
handles connection pooling, GZIP compression, and much more.
gradle
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dependencies {
implementation("com.squareup.okhttp3:okhttp:4.9.3")
}
try {
// Execute the request
Response response = client.newCall(request).execute();
if (response.isSuccessful()) {
responseString = response.body().string();
}
} catch (IOException e) {
e.printStackTrace();
}
return responseString;
}
}
java
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import okhttp3.MediaType;
import okhttp3.OkHttpClient;
import okhttp3.Request;
import okhttp3.RequestBody;
import okhttp3.Response;
try {
Response response = client.newCall(request).execute();
if (response.isSuccessful()) {
responseString = response.body().string();
}
} catch (IOException e) {
e.printStackTrace();
}
return responseString;
}
}
3. Asynchronous Networking
Network operations should never be performed on the main (UI) thread to prevent ANR
(Application Not Responding) errors. Android provides several ways to run network tasks
asynchronously:
AsyncTask is a convenient class for performing background operations and updating the UI
thread.
java
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import android.os.AsyncTask;
@Override
protected String doInBackground(String... params) {
String urlString = params[0];
return makeGetRequest(urlString);
}
@Override
protected void onPostExecute(String result) {
// Update UI with result
super.onPostExecute(result);
}
}
java
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import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
In Kotlin, coroutines provide a more modern and concise approach for handling
background tasks.
kotlin
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import kotlinx.coroutines.*
fun fetchData() {
GlobalScope.launch(Dispatchers.IO) {
val result = makeGetRequest("http://example.com")
withContext(Dispatchers.Main) {
// Update UI with result
}
}
}
When working with APIs, data is often returned in JSON format. You can parse the JSON
response using JSONObject and JSONArray classes or use libraries like Gson or Moshi for
easier serialization.
java
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import org.json.JSONArray;
import org.json.JSONObject;
5. WebSocket Communication
For real-time communication (e.g., chat apps), you can use WebSockets to maintain an open
connection between the client and server.
@Override
public void onMessage(WebSocket webSocket, String text) {
Log.d("WebSocket", "Received message: " + text);
}
@Override
public void onFailure(WebSocket webSocket, Throwable t,
Response response) {
t.printStackTrace();
}
});
client.dispatcher().executorService().shutdown();
}
}
Retrofit is a popular library for making network calls in Android. It simplifies the process of
creating REST APIs.
gradle
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dependencies {
implementation 'com.squareup.retrofit2:retrofit:2.9.0'
implementation 'com.squareup.retrofit2:converter-gson:2.9.0'
}
Let’s go through how to interact with a web API in Android step by step:
Android provides several ways to make HTTP requests to a web API. Common approaches
include using HttpURLConnection, OkHttp, or Retrofit (third-party library).
Here’s how you can make a simple GET request to a web API using HttpURLConnection:
java
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import android.os.AsyncTask;
import java.io.BufferedReader;
import java.io.InputStreamReader;
import java.net.HttpURLConnection;
import java.net.URL;
@Override
protected String doInBackground(String... params) {
String result = "";
try {
// URL of the API endpoint
URL url = new URL(params[0]);
@Override
protected void onPostExecute(String result) {
// Handle the response, e.g., update UI
}
}
java
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new ApiRequestTask().execute("https://api.example.com/data");
OkHttp is a more modern and powerful HTTP client. To use it, add the dependency in your
build.gradle:
gradle
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dependencies {
implementation("com.squareup.okhttp3:okhttp:4.9.3")
}
java
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import okhttp3.OkHttpClient;
import okhttp3.Request;
import okhttp3.Response;
// API URL
String url = "https://api.example.com/data";
@Override
public void onResponse(okhttp3.Call call, Response response)
throws IOException {
if (response.isSuccessful()) {
String responseData = response.body().string();
// Handle the response (e.g., parse JSON)
}
}
});
}
}
2. Parsing JSON Data
Web APIs commonly return data in JSON format. You can parse this JSON data using
JSONObject and JSONArray classes, or you can use third-party libraries like Gson or Moshi
to simplify the process.
If the response from the API is in JSON format, here’s how you can parse it manually:
java
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import org.json.JSONArray;
import org.json.JSONObject;
} catch (Exception e) {
e.printStackTrace();
}
}
gradle
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dependencies {
implementation 'com.google.code.gson:gson:2.8.8'
}
java
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import com.google.gson.Gson;
3. Handling Responses
You can handle the API responses asynchronously. This is critical because network
operations should never run on the main UI thread to avoid blocking the app.
4. Authentication
Many APIs require authentication (e.g., OAuth2, API keys, etc.). Here's how you can pass
authentication data:
java
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import okhttp3.OkHttpClient;
import okhttp3.Request;
import okhttp3.Response;
// API URL
String url = "https://api.example.com/data";
String apiKey = "YOUR_API_KEY";
client.newCall(request).enqueue(new okhttp3.Callback() {
@Override
public void onFailure(okhttp3.Call call, IOException e) {
e.printStackTrace();
}
@Override
public void onResponse(okhttp3.Call call, Response response)
throws IOException {
if (response.isSuccessful()) {
String responseData = response.body().string();
// Handle the response
}
}
});
}
}
For OAuth2 or other complex authentication methods, libraries like Retrofit or OAuth
libraries can be used to simplify the process.
5. Using Retrofit
Retrofit is a type-safe HTTP client for Android and Java that makes it easier to interact with
REST APIs. Retrofit integrates with Gson or Moshi for automatic serialization and
deserialization.
gradle
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dependencies {
implementation 'com.squareup.retrofit2:retrofit:2.9.0'
implementation 'com.squareup.retrofit2:converter-gson:2.9.0'
}
java
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import retrofit2.Call;
import retrofit2.http.GET;
import retrofit2.http.Query;
java
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import retrofit2.Retrofit;
import retrofit2.converter.gson.GsonConverterFactory;
import retrofit2.Call;
import retrofit2.Callback;
import retrofit2.Response;
public class RetrofitExample {
@Override
public void onFailure(Call<List<User>> call, Throwable t) {
t.printStackTrace();
}
});
}
}
6. Conclusion
Before publishing your app, make sure it’s ready for release. This involves optimizing your
app, generating a signed APK (Android Application Package) or AAB (Android App
Bundle), and ensuring that it adheres to best practices.
Steps:
Check for bugs: Test your app thoroughly using various tools like Android
Emulator or physical devices.
Remove debugging code: Make sure to remove any log statements, test code, or
debugging features.
Optimize the app: Optimize performance by reducing APK size, optimizing images,
and using ProGuard or R8 for code shrinking and obfuscation.
Ensure app stability: Handle different screen sizes, orientations, and API levels.
Google recommends using Android App Bundles (AAB) over APKs because AAB allows
for smaller app size and better optimizations for different device configurations. An APK is
still accepted, but AAB is now the preferred distribution format.
This process will generate a signed APK or AAB in the output folder of your project.
To publish an app on the Google Play Store, you need a Google Play Developer account.
Steps:
The Play Store requires specific details to display your app’s listing. Prepare the following:
After preparing the store listing, you can upload the APK or AAB to the Play Console.
Steps:
If your app requests certain sensitive permissions (like access to contacts, location, etc.), you
must declare them in the Permissions section and explain why the app requires these
permissions in the privacy policy.
Once you’ve filled out all necessary details and uploaded your APK or AAB, you can click
the Review and Rollout to Production button to submit your app for Google’s review.
Google typically takes a few hours to a couple of days to review the app, but it can
sometimes take longer.
Once approved, your app will be published and available for users worldwide to download.
After your app is live, it’s essential to monitor user feedback, performance, and crashes
through the Google Play Console. You can also:
To publish an update, simply follow the same steps as before to upload a new APK or AAB
with a higher version code.
While the Google Play Store is the most popular platform for deploying Android apps, there
are other methods of distributing apps:
You can distribute APK files manually. Users can download the APK from a website or
through email and install it on their devices. To allow this, users need to enable "Install from
Unknown Sources" in their Android settings.
Some third-party platforms like Amazon Appstore, Huawei AppGallery, and Samsung
Galaxy Store allow developers to publish their apps for distribution.
c) Enterprise Distribution
If you're developing an app for internal use within a company, you can use Google Play for
Work or a similar enterprise deployment tool to distribute the app to employees.
Conclusion
Deploying an Android application to the world typically involves publishing it on the Google
Play Store. The process includes preparing your app, generating a signed APK or AAB,
creating a developer account, filling out the app’s store listing, uploading the APK/AAB, and
submitting the app for review. Alternative methods of distribution include side-loading APKs
or using third-party app stores. Regular updates and monitoring user feedback are also
essential to ensure the app's success.
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